Basic attacks against structures will reduce the cooldown of the ability but will not trigger the splash.

Duskbringer

RANGE: 1200

COST: 60 / 65 / 70 / 75 / 80 mana

COOLDOWN: 10

Active:Nocturne sends out a shadow blade in a line that leaves a Dusk Trail on its path, dealing physical damage to enemies it passes through and causing enemy champions hit to also leave a Dusk Trail behind their movements for 5 seconds.

Active:Nocturne creates a barrier that blocks the next enemy ability that hits him within the next 1.5 seconds. If Nocturne blocks an ability, Shroud of Darkness'sbonus attack speed is doubled for 5 seconds.

Active:Nocturne plants nightmares into his target's mind, dealing magic damage over 2 seconds and forming a tether between him and his target. If the target does not break the tether by moving out of rangr, they flee from Nocturne for a short duration.

Vision granted before Paranoia was cast will be removed, and vision granted after Paranoia is cast will be negated.

However, Clairvoyance and Destiny will continue to grant vision for their remaining duration after Paranoia ends.

Although vision is lost across the map, champions will still retain their own (but slightly reduced) field of vision and can spot any enemy or unit that they could see normally.

Paranoia's sight reduction does not grant assists.

Nocturne will track a target that changes location such as by moving, using a dash ability or using Flash. He will not follow targets that move a great distance using Recall or Teleport, however. In such cases he will simply dash to the target's previous location.

Paranoia will prevent an enemy Shen from using Stand United on an ally while it is active, regardless of whether or not he actually has sight of his ally. This includes disabling the ability to cast it by clicking on one of the champion portraits on the left of the screen.